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La participación en el marco normativo ecuatoriano

#clearallitems

All forgeable magic items are removed from the game.

#selectitem "<item name>" | <item nbr>

Selects the magic item that will be affected by the following modding commands. End modding this item with the #end command. In the game you can press shift+i when viewing a magic item to see what number it has. Use numbers 500 – 999 for modding.

#end

Always use this command at the end of modifying a magic item.

#newitem

Creates a new magic item and selects it for modding by the following commands. End modding the magic item with the #end command.

#copyitem "<item name>" | <item nbr>

Copies all stats from an existing item to the current item.

#copyspr <item nbr>

Copies the sprite of the specified magic item to the current magic item.

#spr "<filename>"

Uses a user made image for item sprite. The image should be 32*32 or 64*64 with the item centered in the picture. The item itself should not be larger than 40*40 pixels. Black will be

transparent unless the image is saved with alpha information, in which case that will be used instead.

#constlevel <level>

Level of construction required to forge this item. This level can be 0,2,4,6,8 or 12 for items that cannot be forged. To disable an item, set this value to 12.

#mainpath <path>

Main path required to forge this magic item. The path is a number from 0 to 7 from Table 20.

#mainlevel <path>

Main path level requirement to forge this magic item. The level can be anything from 1 to 8. The cost of forging the magic item also depends on the level requirements.

#secondarypath <path>

Secondary path required to forge this magic item. The path is a number from -1 to 7 from Table 20.

#secondarylevel <path>

Secondary path level requirement to forge this magic item. Works like #mainlevel.

#type <nbr>

Defines whether the item is 1-handed or 2- handed weapon, a shield, a helmet, a body armor, a pair of boots or a miscellaneous item. See Table 24.

Table 24: Item types

#name "<name>"

Sets the name for the active magic item. Changing name of a magic item will remove its description as well, so make sure to set item name before its description.

#descr "<text>"

A text description of the magic item.

Nbr Item Type 1 1-handed Weapon 2 2-handed Weapon 3 Missile Weapon 4 Shield 5 Body Armor 6 Helmet 7 Boots 8 Misc Item

12 Magic Item Modding 42

#weapon <weapon nbr>

Defines what kind of a weapon, if any, the unit gets when it uses the item. Works on misc item, boots, shield, 2-h weapon, 1-h weapon. Does not work for helmets or armor. Use #weapon 0 to clear an existing weapon from a copied item.

#armor "<armor name>"

Defines what kind of armor, if any, the units gets when it uses the item. Use #armor 0 to clear an existing armor from a copied item. Other

numbers cannot be used, name is required.

12-2 Attributes & Resistances

#str <value>

The item grants a strength bonus.

#att <value>

The item grants an attack bonus.

#def <value>

The item grants a defense bonus.

#prec <value>

The item grants a precision bonus.

#mr <value>

The item grants a magic resistance bonus.

#morale <value>

The item grants a morale bonus.

#voidsanity <value>

The item grants a voidsanity bonus.

#fireres <value>

The item grants a Fire Resistance bonus.

#coldres <value>

The item grants a Cold Resistance bonus.

#shockres <value>

The item grants a Shock Resistance bonus.

#poisonres <value>

The item grants a Poison Resistance bonus.

12-3 Magic & Spells

#pen <value>

The item grants a penetration bonus that makes spells cast by the bearer harder to resist.

#magicboost <path> <value>

The item increases the bearer's magic skill. Path is 0-8 or 51=elements, 52=sorcery, 53=all. See Table 25 for the magic path numbers.

#spell "<spell name>"

Enables user of item to cast this spell in battle or as a ritual

#autospell "<spell name>"

Makes the item cast this spell automatically in battle. It will only be cast once unless

#autospellrepeat is also used.

#autospellrepeat <spells / round>

Makes an item cast its autospell every round of combat.

#randomspell <percent>

The monster has a <percent> chance of casting a random spell in combat instead of a good one.

#luck

The item grants Luck to its bearer, like Faithful.

#quickness

The item grants Quickness (double movement, +3 defense, attacks twice per combat round).

#bless

The item automatically applies the Bless spell to the bearer, like the Shroud of the Battle Saint.

#barkskin

The item automatically applies the Barkskin spell to the bearer, like the Barkskin Amulet.

#stoneskin

The item automatically applies the Stoneskin spell to the bearer, like the Boots of Stone.

#ironskin

The item automatically applies the Ironskin spell to the bearer.